| Progress continues
Dolphin's developers have been hard at work moving Dolphin forward since 4.0.2. The Dolphin Blog provides updates on Dolphin's recent progress.
| The Dolphin Emulator Wiki needs your help!
Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin.
Eternal Darkness: Sanity's Requiem
|Eternal Darkness: Sanity's Requiem|
|Release date(s)|| JP October 25, 2002|
NA June 23, 2002
EU November 1, 2002
AUS November 7, 2002
|Genre(s)||Horror, Survival horror|
|Input methods||GameCube Controller|
Eternal Darkness: Sanity's Requiem is a psychological horror video game released for the Nintendo GameCube, developed by Canadian developer Silicon Knights and originally planned for the Nintendo 64. It was the first video game published directly by Nintendo, rather than a third-party developer, to be rated M for mature by the Entertainment Software Rating Board.
Before and after a chapter, the screen momentarily turns green. This is harmless, but not intended, so turn on the real XFB if you can handle it.
In cutscenes the audio is either extremely quiet or missing. In the same cutscenes subtitles sometimes will only pop up for a fraction of a second and disappear. Fix by using DSP LLE.
In Lindsey's section the character can sometimes disappear when underneath hanging vines. Fix by turning on Per-Pixel Lighting for this section.
Hang Post Initial Quote
Invisible Pause Menu Items
Some items in the pause menu are invisible (projected behind the box they should be in). To fix this, disable the custom projection hack in the properties right click menu. The custom projection hack does nothing to the rest of the game so disabling it is only a good thing.
Black Screens in OpenGL
In the OpenGL backend, the Poe quote at the beginning turns black after a few seconds, and the main menu is also a black screen with sound. Use Direct3D to fix this. (Glitch found in .) Fixed sometime before .
Only configuration options for the best compatibility where they deviate from defaults are listed. Please see the performance guide for an overview of performance related settings. A full list of options is available at Template:Config/doc
|OpenGL/DX9||DX11 can break spell graphics|
|On||Prevent character disappearances in Lindsey's section|
|Real||Fix green transitions|
|LLE||Fix missing audio|
This game has been tested on the environments listed below:
|Windows 7 x64||Intel Core i7-960||ATI Radeon HD 5870||Hangs after initial quote /w DX9,11 and JIT/JITIL|
|Windows XP x86||AMD Athlon II x2 215 @ 3.45GHz||NVIDIA GeForce 7025||Game completed (green part) - with 35-55FPS (65-90% of speed). Used usual (JIT) recompiler! All intro video is working, with sound.|
|Windows 7 x86||Intel Core 2 Duo E4500||ATI Radeon HD 4760||Game runs beautifully! I was using the experimental JITIL compiler. All graphics render properly and the game produced little to no lag at max video settings. The only issue i had was when the piano/organ/ maid character sounds played, they would continue to play until you reloaded the game or a new scene was played.|
|Windows XP x86||Intel Atom N270 @ 1.6GHz||Intel GMA 945||Playable 10-13FPS. Slow in the videos. Uncheck Scaled EFB EFB Copy and put Fractional Scale. Sound Off for best performance.||LORPAL|
|Windows 7 x64||Intel Core i7-2600K||NVIDIA GeForce 570 GTX||Cutscene audio was heavily distorted and unintelligible, otherwise ran perfectly at 1080p with max settings.|
|Windows 7 x64||Audio either absent or pure static in DSP HLE. DSP LLE doesn't function (emulator closes immediately on launch). Occasional graphic glitch in some cutscene.|
|Windows 7 x64||Intel Core i5 @ 2.6GHz||AMD Radeon HD 6850||Runs at full speed but many enemies on screen causes light slowdown. Menus work fine, DirectX 11, 2.5x native, LLE Audio||postorganic|
|Windows 7 x64||AMD Phenom II X4 965 @ 3.4GHz||AMD Radeon HD 5870||Runs fine, 60FPS. Menus work fine, DirectX 9/11/OpenGL all fine, 3x native, 9xSSAA, LLE Audio, Had to disable custom projection hack otherwise inventory objects were partially invisible (behind menu background)||JoeCool|
|Windows 7 x64||AMD Athlon X2 II @ 3.4GHz||NVIDIA GeForce 8800 GT||Emulates perfectly @ 60FPS using Direct 3D11, 4x native and 16x Anisotropics||Tsarchasm|
|Windows 7 x64||Intel Core i7 @ 4.5GHz||NVIDIA GeForce GTX 670||Some difficulties with dialogues not appearing in DirectX but OpenGL works great. Minor audio skips very occasionally. Flawless full speed at 4x native, 8x AA, 4x AF||slickochet|
|Windows 7 x86||AMD Phenom X3 8650 @ 2.3GHz||NVIDIA GeForce 9800 GT||Most of the game runs at a full 60FPS with almost no graphical issue. However, any on-screen enemies will result in slowdowns, audio during cutscenes lags and cuts a lot, and transitions between chapters cause a momentary green screen. Graphic settings is OpenGL, 1x native, 0x AA, and 1x AF; audio settings is DSP LLE.|
|Windows 7 x64||Intel Core i5-4670K @ 4GHz||NVIDIA GeForce GTX 780 Ti||Pretty much flawless at 60FPS. DirectX, 4x native, 0x AA, and 16x AF; audio settings is DSP LLE.||Darthgamer138|
|Windows 7 x64||Intel Core i5-4570 @ 3.2GHz||NVIDIA GeForce GTX 550 Ti||Performance was perfect -- no lag during normal gameplay, battles, or cutscenes. There is a bit of a 'green tint' whenever a chapter ends, but otherwise no noticeable graphical flaws. Settings are Direct3D11, 2x native, 0xAA, 1xAF, JIT recompiler, and DSP HLE.|
|Windows 7 Ultimate x64||Intel Core i7-4710MQ||NVIDIA GeForce GTX 860M||Perfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as is||Andy|
|Windows 8.1 x64||AMD FX 8320 @ 3.5GHz||NVIDIA GeForce GTX 760||Usually runs at a solid 60FPS. Needed to add projection hack to the .ini file (I did locally and the game's one) to see the menu screen and some pause menu items "ProjectionHack = 1 PH_SZNear = 0 PH_SZFar = 0 PH_ExtraParam = 0 PH_ZNear = 5 PH_ZFar = 0.15" YOU NEED THIS||Matt|
|Windows 7 x64||Intel Core i7-4710MQ||NVIDIA GeForce GTX 860M||Perfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as is||Andy|
|Windows 8.1 x64||Intel Core i7-4770K @ 3.5GHz||AMD R290||Runs at solid 60FPS. Occasional clicking/popping in the sound when cut scenes start. No other issues. Added UseXFB = True and UseRealXFB = True to get rid of the green tint on fading between scenes. Other Settings: D3D, Force 16:9, V-Sync, Per-Pixel-Lighting, 2x Native, 8xAA16, 16xAF, DSP LLE||Scythe42|